Supernatural enemies adapt to you and attack in packs or ambushes; rely on the bow plus stealth, brew Vaki potions before pushing in, and remember the dungeon entry point is always a legal retreat.
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How Supernatural Enemies Behave
- Enemies are dynamic and reactive, adapting to surroundings and to the player's playstyle rather than following a fixed patrol.
- Some supernatural creatures attack in packs; others use ambush tactics off the trail.
- Combat deliberately uses a limited field of view as a realism decision by the developers, so peripheral vision is unreliable.
- Patrolling enemies have been added near ruins, so ruins are never safe by default.
Weapons and Tools That Work
- The bow is the primary defense against supernatural creatures, and the bow's handle never disappears even when the bow breaks — so the player can always re-equip and rebuild.
- Stealth (crouching, slow movement) lets the player pick off alert supernatural creatures one at a time, especially the ambush-style ones.
- Vaki-aligned magical potions are brewed in the backpack and are the portable counter to supernatural creatures in dungeon and on the surface.
- Magic bridges can be placed to reach smaller islands or to repair broken bridges when creatures or events have cut off the path.
Known Bug Fixes That Affect Combat
- Players could previously get stuck aiming the bow during a cutscene; this has been fixed.
- Spear-throw damage was rebalanced in a hotfix so that spears feel like a meaningful later-weapon option rather than a downgrade.
- Melee-enemy pathfinding was improved, so supernatural creatures that previously ignored terrain now use it correctly.
- Food was added inside dungeons to keep stat-drain deaths from soft-locking runs, especially when the player relies on the bow alone.
Survival Loop Inside Dungeons
- Enter with full Hunger, Thirst, Sleep, and Temperature; dungeon stat drain is a separate layer from the surface loop.
- Carry Vaki potions brewed from the backpack grid; they are the portable answer to dungeon stat pressure.
- Retreat toward the dungeon's entry point is always available, so players who run out of healing should not push for an alternate exit.